Quoted By:
...When suddenly, while passing through an unsuspecting clearing, the ground feels wet and softer then you'd expect.
<span class="mu-i">Talon, Scrim Yellowfrand, and Tordynnar</span> have accidentally fallen in deadly quicksand! They begin sinking and are helpless to escape on their own! Benjamin was with them, but given how lightweight he is- he just stands on the top of the wet earth confused why all the living people can't seem to keep up with him.
<span class="mu-s">Rules</span>
Some Hazards, Enemies, or Ghosts may be marked as being <span class="mu-r"><span class="mu-s">Lethal</span></span>. Lethal things automatically kill the character who takes the hit or damage from the source of damage- regardless of their class or level of injury. <span class="mu-s">Benjamin</span> is not alive and therefore, cannot be killed. He is immune to lethal damage.
While Lethal threats are very dangerous- they can still be blocked or avoided with standard rolls and protections. For example, a Ghost whose curse is lethal is still safe with a prayer, a Shield can block a lethal attack from a monster, etc.
In order to free these party members, you will need to roll for your <span class="mu-s">Strength</span>. Roll your Class Die, minus any benefits from equipment or combat bonuses- Fighters roll their standard die. The exception is <span class="mu-s">Myron</span>, whose might affects his whole body- even in situations like this.
<span class="mu-i">Quicknote</span>: This is the last time Sages can boost a roll with a +1. After this, this mechanic will be removed from the game. Just a heads up.
If you <span class="mu-i">roll a 4 or less</span>, you are pulled in with them and will also need rescuing. If anyone is not rescued from the quicksand, they will <span class="mu-i">die</span>.
>Roll to pull someone up
>Make a Vine-Rope to add +2 to the next roll (Easy Skill roll- one use only)
>Cast an "Ascending" Spell to raise the party from the muck (Wiggles only)